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Forked Thread: Did 4e go far enough or to far?
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<blockquote data-quote="The_Gneech" data-source="post: 4529140" data-attributes="member: 6779"><p>By that logic, what do you need rules for combat or casting spells for? I don't see an inherent difference.</p><p></p><p></p><p></p><p>What are skills and abilities if they aren't knowledge/expertise? Again, I don't see the difference, unless you're saying that the "genre at hand" in <em>D&D</em> is only the business of hacking monsters and avoiding traps.</p><p></p><p>That's one of the great things about a catchall kind of skill like "Knowledge" or "Perform" or what-have-you -- the player has a place to put their "out-of-the-box" ability on the sheet and into the framework of the ruleset.</p><p></p><p></p><p></p><p>How good of a poet is he? How do you know if he's written the epic of the ages or <em>Manos: The Hand of Fate</em>? If at some point he comes upon a rival poet (which would be a neat scenario, don't you think?), how will you know who "wins" the poetry slam? Diplomacy doesn't make much sense there to me; you could do opposed Wis/Chr checks I guess, but there's not much room for expertise there.</p><p></p><p>Add a simple Perform (______) skill, write poetry in the blank, and suddenly you have rules for it. With a paragraph of "clutter," you've opened a practically-infinite range of possibilities.</p><p></p><p>Codifying a skill gives you a baseline for comparison. In a world where DC 10 is "easy," DC 20 is "hard," and DC 30 is "incredible," Perform (Poetry) +10 has a very specific meaning. You'd actually know how good a poet your paladin was: in the case of +10, he's better than average and occasionally brilliant.</p><p></p><p></p><p></p><p>I see that as a completely false choice. For me a "good" character is one I enjoy playing. For some characters, that means kicking butt and taking names, but for others, fighting is what I do when all my other options have failed. Again, what you've said implies that <em>D&D</em> is "Kill monsters and take their treasure." I prefer it when <em>D&D</em> <strong>includes</strong> that, but isn't <strong>just</strong> that.</p><p></p><p>However, as I mentioned above, <em>SWSE</em> got away from the whole issue by making it almost impossible to make an "ineffective" character. Or as I mentioned a little later on, you could have two separate subsystems. You could build the whole thing as an adjunct to the "important" <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> skills in a single sidebar.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 4529140, member: 6779"] By that logic, what do you need rules for combat or casting spells for? I don't see an inherent difference. What are skills and abilities if they aren't knowledge/expertise? Again, I don't see the difference, unless you're saying that the "genre at hand" in [i]D&D[/i] is only the business of hacking monsters and avoiding traps. That's one of the great things about a catchall kind of skill like "Knowledge" or "Perform" or what-have-you -- the player has a place to put their "out-of-the-box" ability on the sheet and into the framework of the ruleset. How good of a poet is he? How do you know if he's written the epic of the ages or [i]Manos: The Hand of Fate[/i]? If at some point he comes upon a rival poet (which would be a neat scenario, don't you think?), how will you know who "wins" the poetry slam? Diplomacy doesn't make much sense there to me; you could do opposed Wis/Chr checks I guess, but there's not much room for expertise there. Add a simple Perform (______) skill, write poetry in the blank, and suddenly you have rules for it. With a paragraph of "clutter," you've opened a practically-infinite range of possibilities. Codifying a skill gives you a baseline for comparison. In a world where DC 10 is "easy," DC 20 is "hard," and DC 30 is "incredible," Perform (Poetry) +10 has a very specific meaning. You'd actually know how good a poet your paladin was: in the case of +10, he's better than average and occasionally brilliant. I see that as a completely false choice. For me a "good" character is one I enjoy playing. For some characters, that means kicking butt and taking names, but for others, fighting is what I do when all my other options have failed. Again, what you've said implies that [I]D&D[/I] is "Kill monsters and take their treasure." I prefer it when [i]D&D[/i] [b]includes[/b] that, but isn't [b]just[/b] that. However, as I mentioned above, [i]SWSE[/i] got away from the whole issue by making it almost impossible to make an "ineffective" character. Or as I mentioned a little later on, you could have two separate subsystems. You could build the whole thing as an adjunct to the "important" :hmm: skills in a single sidebar. -The Gneech :cool: [/QUOTE]
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